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    1. Panpiper

      Brainstorm This Crew: Stations, bonuses, specialties, experience & expense.

      Damage control. There is a central management to damage control, and usually a substantial portion of crew devoted to it. They stop fires, make emergency repairs, do what they can to mitigate hull leaks, etc.. The game effect of that would either be a hull/system regeneration rate, or...
    2. Panpiper

      Fix missiles so they are actually useful.

      Most of the ships I build are variations of miners. In a brand new game with vanilla starting resources, I will build a basic unarmed miner that permacloaks, and use my cloaking as defense from pirates and their bases. My next step up will also be a permacloak miner, but much bigger and more...
    3. Panpiper

      Read by Schine Spawning turrets docked

      Hmm... Has someone suggested yet a 'fill' function in build helper?
    4. Panpiper

      Read by Schine Spawning turrets docked

      I spent literally hours yesterday putting PD turrets on my ship, and I am not finished. There was absolutely zero creativity doing this, their builds and positions had already been determined. It was zero fun, this was purely a chore. The game desperately needs a better way to do this, such as...
    5. Panpiper

      WAD or Bug? Turret with extra rail turret axis' being reset to 'ship'.

      I've created an AMS turret which features a central barrel 'master' cannon and eight rail turret axis docked 'slave' 'turrets' which have their own guns, for a total of nine barrels on a single base. I've included the sment file. When I test this system it is devastatingly effective at shooting...
    6. Panpiper

      Recognized Jet pack

      One of the most frustrating elements of the game for me is the ultra slow speed of one's dave when not in build mode. I find myself frequently having to move around my ship in astronaut mode so as to access turrets, etc.. Summoning in a ship's core each and every time I need to move this way is...
    7. Panpiper

      Read by Schine Build Mode addition/option: middle click = undo

      I find myself constantly, instinctively hitting CTRL Z when wanting to undo something. Too bad it doesn't work.
    8. Panpiper

      ZimmTech: Pirate Fleet Competition [Awards Announced]

      jzimmerman4, is it five different 'designs' of ships or a fleet of five ships which can share the same designs? Can I submit five Marauders for a fleet?
    9. Panpiper

      ZimmTech: Pirate Fleet Competition [Awards Announced]

      Wait a minute. I am perhaps confused. I thought the competition was for five 'different' designs, not five 'ships' some of which could repeat the same design. I am perfectly fine having it be ships as opposed to designs, as there are only so many combat effective concepts I can come up with, and...
    10. Panpiper

      Brainstorm This Crew: Stations, bonuses, specialties, experience & expense.

      I could not possibly disagree more. Experience is half the raison d'etre of the idea. Without experience, this is yet another exercise in ship building except for adding an additional component, crew. Configure the ship for optimum performance, then dock it somewhere while you build another...
    11. Panpiper

      Brainstorm This Crew: Stations, bonuses, specialties, experience & expense.

      I too would like to see my crew walking about. It would give life to an otherwise rather lifeless universe. That said, I would be perfectly content to have functional crew in the game without them walking about as a first incarnation of the system. Have walking about come later. It is of course...
    12. Panpiper

      Brainstorm This Crew: Stations, bonuses, specialties, experience & expense.

      Gentle folk, I submit we veer off the topic of what we should be brainstorming when we discuss economy models and such. I believe we are putting the cart before the horse so to speak. We want to come up with a system that gives us a reason/reward for having NPCs on board our ships. We need to...
    13. Panpiper

      Brainstorm This Crew: Stations, bonuses, specialties, experience & expense.

      How do you eat an elephant? One bite at a time. That said, I am sure any developer reading this thread at this point has a tiny voice in the back of their mind screaming in terror. In this case with regard to eating the elephant, create a plan, one with baby steps. Let it grow into the grand...
    14. Panpiper

      Brainstorm This Crew: Stations, bonuses, specialties, experience & expense.

      Starmade SIMS, I'm down with that. We might even get a few more women playing. I'm down with that too.
    15. Panpiper

      Overwhelming point defense

      Mostly. It does have some RP space, enough that it feels like a real ship. It has crew quarters, private cabins for a half dozen, mess hall, head, medical room, storage room and a captain's quarters. It probably wouldn't pass muster on a heavy RP server, but it passes my own. Other than that...
    16. Panpiper

      Overwhelming point defense

      That is actually my battleminer. That's my flyabout ship. It is almost exactly 800,000 blocks, including turrets. The one being built, basically a rebuild, will both work better and look better, in pretty much every way.
    17. Panpiper

      Overwhelming point defense

      That is correct. In fact technically, missile armament is secondary to my offense. My fighting ships have cannons ('very' large cannon/cannon) that will rip small ships like drones apart literally within seconds. Versus larger ships, they erode the hull and systems very rapidly. My main...
    18. Panpiper

      Overwhelming point defense

      The problem is that those pulse nukes are 'much' slower than the other missiles, meaning by the time they arrive at the target, the target's point defense will have nothing to do but shoot down your pulse nukes. You would be much better off in my opinion using missile/beam for that third wave...
    19. Panpiper

      Overwhelming point defense

      Offensively, I use missile/beam for long range, missile/missile for swarms (only for ships I expect to fight solo, such as a battleminer) and in some cases, missile/cannon as two module systems in turrets. Those last are to compliment the previous offensive missile systems to aid in PD...
    20. Panpiper

      Docking ships with turrets vs. framerate

      For the mentally challenged among us Edymnion, would you please describe in some detail what this "speed controller to 0 trick" is, why it is useful, and how and when to implement it ourselves?